sabato 30 giugno 2018

Espirita De La Feu Level 20

Another build’s done! The Spirit Talker feat complements well the priestess’ aggressiveness with the battle spirit’s battle master hex. She also uses one of the new mythic hierophant path abilities that I published last time. Tomorrow... an anticipation from my latest job!

Espirita De La Feu, The Flaming Priestess CR 25
Ifrit shaman (Miko) 20/hierophant 10
Female CG Medium humanoid (human)/outsider (native)
Init +14; Senses low-light vision, darkvision 60 ft., Perception +34
Defense
AC 28, touch 19, flat-footed 24 (+9 armor, +5 deflection, +4 Dex)
hp 233 (20d8+100+40)
Fort +11; Ref +10; Will +22. +2 resistance vs. fire creatures’ attacks, +2 vs. disease, poison, and negative effects by contact, -2 vs. water- or cold- based effects.
Defensive Abilities fires of dawn (1d8+20 damage), force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable; DR 5/magic, 10/epic; Resist fire 30; SR 21
Offense
Speed 40 ft.
Melee flaming kumade +18/+13/+8 (1d6+3+1d6 fire, x3) or +5 flaming unarmed strike +28/+23/+18 (1d3+11+1d6 fire)
Ranged +3 flaming ghost touch longbow +22/+17/+12 (1d8+1d6 fire, x3)
Special Attacks ancestral weapon 20 minutes/day (+3, ghost touch), beast’s fury, fiery soul 3/day (20d4 damage, DC 29), flame curse, mythic power 23/day, surge +1d12, touch of flames 7/day (1d6+10 damage)
Spell-like Abilities (CL 20th, concentration +27)
1/day- burning hands (DC 20), commune (CL 10), planar ally
Shaman Spells Prepared (CL 20th, concentration +30)
9th Level- elemental swarmM, energy drain (DC 29), etherealness, fiery body, foresightM, mass heal
8th Level- circle of clarity, destruction (DC 28), incendiary cloud (DC 30), mass cure critical wounds, holy auraM (DC 28), true prognostication
7th Level- fire stormM S (DC 29), greater scrying (DC 28), heal, holy word (DC 27), mass cure serious wounds, vision
6th Level- alleviate corruption, banishmentM (DC 26), fire seeds (DC 28), greater dispel magic, greater heroismS, mass cure moderate wounds, prognostication
5th Level- ancestral memory, call spirit (DC 25), dispel evil (DC 25), flame strikeM (DC 27), greater hex glyph, telekinesisS, true seeing
4th Level- ancestral gift, cure critical wounds, dismissal (DC 24), divination, flaming aura, scrying (DC 25), wall of fireM S
3rd Level- continual flameM, cure serious wounds, fireballS (DC 25), magic circle against evil, magic vestment, remove curse, speak with haunt
2nd Level- abeyance, ancestral communion, augury, calm spirit (DC 22), cure moderate wounds, flame bladeM, protection from outsiders, spiritual weaponS
1st Level- burning handsM S (DC 23), cause fear (DC 21), cure light wounds, detect evil, produce flame, protection from evil, sense spirit magic, spirit call
0th Level- detect magic, guidance, spark (DC 22), vigor
Spirit Flame
Statistics
Str 16, Dex 19, Con 20, Int 16, Wis 30, Cha 24
Base Atk +15; CMB +15; CMD 28
Traits Fiery Glare, Spirit Sense
Feats Acrobatic Steps, Alertness, Burning Amplification, Burning Spell, Diviner’s Delving, Elemental FocusM (fire), Extra Familiar, Greater Weapon Focus* (unarmed strike), Improved Unarmed Strike, Mythic Spell LoreM, Nimble Moves, Scribe ScrollM, Spell Focus (divination), Spirit Talker, Weapon FinesseM, Weapon FocusM (unarmed strike), Weapon Specialization* (unarmed strike)
Skills Appraise +33, Diplomacy +27 (+37 with fey and kami), Intimidate +27 (+37 with fey and kami), Knowledge (planes) +33, Knowledge (religion) +33, Perception +34 (+36 to avoid being surprised or to locate invisible or incorporeal creatures), Sense Motive +34 (+44 with fey and kami)
Languages Common, Elven, Ignan, Infernal
SQ alignment insight, amazing initiative, ancestor’s council 10/day, ancestral blessing, ancestral guardian, battle master 1 hour/day, blessed companion, cinder dance, commune with power, conduit of  divine will (SR 20, +4 AC for 10 rounds), conjure kami, divine vessel, elemental form 1/day (20 hours), enhance magic items, glinting eyes, insightful interaction, legendary hero, hear the word (+10, 10 hours, 10d6 damage + stunned 1 round, DC 30), kami speech (speak with animals, speak with plants, object reading, or stone tell), kito 1/day, manifestation, mostly human, mythic companion, mythic presence (DC 27), ofuda, secret (Burning Spell), spirit animal, spirit magic, ward of flames (3 attacks, 1d6+10 damage), wisdom of the ages, witch hex (beast of ill-omen)
Gear amulet of mighty fists +5 (100,000 gp), belt of physical perfection +6 (144,000 gp), 10 exorcist ofudas (6,500 gp), +5 glamered invulnerable chain shirt (66,950 gp), gloves of personal purity (1,000 gp), headband of mental superiority +6 (144,000 gp), kumade (5 gp), mantle of spell resistance (ribbon, 90,000 gp), ofuda of dimensional warding (80,000 gp), ring of elemental command (fire) (200,000 gp), ring of protection +5 (50,000 gp), sandals of quick reaction (4,000 gp), 2 scrolls of cure serious wounds (1,500 gp), shaman’s kit (15 gp), 30 gp.

Fuan, Shikigami Spirit Guide (Sage)
Effective Wizard Level 12
LN Tiny outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 18, touch 13, flat-footed 17 (+1 Dex, +5 natural, +2 size)
hp 116; fast healing 2
Fort +7, Ref +7, Will +15
Defensive Abilities improved evasion; DR 5/cold iron; Immune bleed, fire, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10; SR 25
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee improvised weapon +16/+11/+6 (1d4+2/x3)
Ranged improvised weapon +18/+13/+8 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury, surge 1d12 10/day
Spell-Like Abilities (CL 6th; concentration +8)
At will- invisibility (self only), statue (self only)
3/day- hide from animals, purify food and drink
1/week- commune with nature (CL 12th)
Statistics
Str 8, Dex 13, Con 12, Int 25, Wis 17, Cha 14
Base Atk +15; CMB +14; CMD 23
Feats Alertness, Catch Off-GuardB, Iron Will, Throw AnythingB
Skills Heal +9, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27,  Knowledge (history) +27, Knowledge (nature) +27, Knowledge (planes) +28, Knowledge (religion) +28, Perception +11, Sense Motive +11, Spellcraft +17, Stealth +15, Survival +9
Languages Abyssal, Celestial, Common, Elven, Ignan, Infernal, Protean, Sylvan
SQ change shape (raven, beast shape III), dazzling intellect, deliver touch spells, empathic link, improvised weapon mastery, merge with ward, sage’s knowledge, scry on familiar, share spells, ward (minor works of civilization)
Special Abilities

Improvised Weapon Mastery (Ex): Fuan gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although Fuan is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If Fuan critically hits an opponent with an improvised weapon, it deals x3 damage.


Kyofu, Shikigami Spirit Guide (Ambassador)
Effective Wizard Level 12
LN Tiny outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +30
Defense
AC 23, touch 13, flat-footed 22 (+1 Dex, +10 natural, +2 size)
hp 52; fast healing 2
Fort +7, Ref +7, Will +15
Defensive Abilities improved evasion; DR 5/cold iron and epic; Immune bleed, fire, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10; SR 25
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee improvised weapon +16/+11/+6 (1d4+2/x3)
Ranged improvised weapon +18/+13/+8 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury
Spell-Like Abilities (CL 6th; concentration +8)
At will- invisibility (self only), statue (self only)
3/day- hide from animals, purify food and drink
1/week- commune with nature (CL 12th)
Statistics
Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 15
Base Atk +15; CMB +14; CMD 23
Feats Alertness, Catch Off-GuardB, Iron Will, Persuasive, Throw AnythingB
Skills Heal +9, Diplomacy +29, Intimidate +29, Knowledge (nature) +6, Perception +30, Sense Motive +30, Stealth +15, Survival +9
Languages Common
SQ change shape (raven, beast shape III), deliver touch spells, empathic link, enhanced personality, improvised weapon mastery, merge with ward, persuasive, scry on familiar, share spells, ward (minor works of civilization)
Special Abilities

Improvised Weapon Mastery (Ex): Kyofu gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although Kyofu is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If Kyofu critically hits an opponent with an improvised weapon, it deals x3 damage.

mercoledì 27 giugno 2018

New Mythic Hierophant Path Abilities for Shamans

As I said, no love for the shaman was shown in mythic rules after the class was first published. Sadly, Paizo didn’t create much new mythic material beyond the initial wave: 3PP did, and tried to cover the new classes as well, but not every class received some material. So I tried to fix that... for now, just in the simplest way, that is, extending some Hierophant abilities’ benefits to shamans.
These four new path abilities are adapted from existing ones: Mythic Spirit from Mythic Domain and Spirit Magic Immunity from Domain Immunity. Mythic Shaman Hexes just gives to shamans the same benefits Mythic Hexes gives to an archmage witch, while Conduit of Divine Will is identical to the version in Mythic Adventures, just including spirit magic spells.
See you next time with the last part of the build!

1st Tier Path Abilities

Mythic Shaman Hexes (Su): Your shaman hexes are more effective against non-mythic targets. When you use a shaman hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn’t count toward the hex’s duration) and can’t attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it’s affected as normal. You must have the shaman hex class feature to select this ability.

Mythic Spirit (Su): When determining the effects of your spirit powers and hexes (not your wandering spirit powers and hexes), you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. If you have a spirit power or spirit hex that can be used multiple times per day, such as touch of flames, you gain a number of extra uses of that power equal half your tier (minimum 1). You must have the spirit class feature to select this ability.

3rd Tier Path Abilities

Spirit Magic Immunity (Su): You don't take damage or suffer harmful effects from spells on your spirit magic spell list, even ones you aren't of a high enough level to cast. If you're targeted by any of these spells, as an immediate action you can expend one use of mythic power to turn the spell back upon the original caster as if using spell turning. Beneficial effects of spells on your spirit magic spell list affect you normally. You must have the spirit class feature to select this ability.

6th Tier Path Abilities

Conduit of Divine Will (Su): Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain, mystery, or spirit magic spell lists (as long as you can normally cast a spell of that level). Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier.


domenica 24 giugno 2018

Espirita De La Feu Level 12

At 12th level, our shaman Sailor has her twin raven familiars transformed into shikigami and can summon her flaming bow with the ancestral weapon power. No prestige class for her because I couldn’t find one that was fit. Even if she is not on Golarion, the fires of dawn godling mythic power seemed right for her. Unfortunately, there are not mythic Hierophant powers thought specifically for shamans, but... I’m going to fix that next time.
Espirita De La Feu, The Flaming Priestess CR 15
Ifrit shaman (Miko) 12/hierophant 6
Female CG Medium humanoid (human)/outsider (native)
Init +9; Senses low-light vision, darkvision 60 ft., Perception +23
Defense
AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex)
hp 105 (12d8+24+24)
Fort +6; Ref +7; Will +15.
Defensive Abilities fires of dawn (1d8+12 damage), force of will, hard to kill, mythic saves, recuperation; Resist fire 10
Offense
Speed 40 ft.
Melee flaming kumade +9/+4 (1d6+1d6 fire, x3) or +3 flaming unarmed strike +14/+9 (1d3+3+1d6 fire)
Ranged +1 flaming ghost touch longbow +12/+7 (1d8+1d6 fire, x3)
Special Attacks ancestral weapon 12 minutes/day (+1, ghost touch), beast’s fury, fiery soul 3/day (12d4 damage, DC 23), flame curse, mythic power 15/day, surge +1d8, touch of flames 6/day (1d6+6 damage)
Spell-like Abilities (CL 12th, concentration +15)
1/day- burning hands (DC 16), commune (CL 6)
Shaman Spells Prepared (CL 12th, concentration +19)
6th Level- banishmentM (DC 23), greater heroismS, mass cure moderate wounds, prognostication
5th Level- ancestral memory, call spirit (DC 22), dispel evil (DC 22), flame strikeM (DC 24), telekinesisS
4th Level- ancestral gift, cure critical wounds, dismissal (DC 21), flaming aura, wall of fireM S
3rd Level- continual flameM, cure serious wounds, fireballS (DC 22), magic circle against evil, magic vestment, remove curse, speak with haunt
2nd Level- abeyance, ancestral communion, augury, calm spirit (DC 19), cure moderate wounds, flame bladeM, spiritual weaponS
1st Level- burning handsM S (DC 20), cause fear (DC 18), cure light wounds, detect evil, produce flame, protection from evil, spirit call
0th Level- detect magic, guidance, spark (DC 19), vigor
Spirit Flame
Statistics
Str 10, Dex 17, Con 14, Int 10, Wis 24, Cha 16
Base Atk +9; CMB +9; CMD 22
Traits Fiery Glare, Spirit Sense
Feats Acrobatic Steps, Alertness, Diviner’s Delving, Elemental FocusM (fire), Extra Familiar, Improved Unarmed Strike, Mythic Spell LoreM, Nimble Moves, Spell Focus (divination), Weapon FocusM (unarmed strike)
Skills Appraise +22, Intimidate +15 (+21 with fey and kami), Perception +23 (+25 to avoid being surprised or to locate invisible or incorporeal creatures), Sense Motive +23 (+29 with fey and kami)
Languages Common
SQ alignment insight, amazing initiative, ancestor’s council 6/day, cinder dance, commune with power, conjure kami, enhance magic items, glinting eyes, hear the word (+6, 6 hours, 6d6 damage + stunned 1 round, DC 23), kami speech (speak with animals, speak with plants, object reading, or stone tell), kito 1/day, mostly human, mythic companion, ofuda, spirit animal, spirit magic, wisdom of the ages
Gear amulet of mighty fists +3 (36,000 gp), belt of incredible dexterity +4 (16,000 gp), 10 exorcist ofudas (6,500 gp), +5 glamered chain shirt (27,950 gp), headband of inspired wisdom +4 (16,000 gp), kumade (5 gp), sandals of quick reaction (4,000 gp), 2 scrolls of cure serious wounds (1,500 gp), shaman’s kit (15 gp)

Fuan, Shikigami Spirit Guide (Sage)
Effective Wizard Level 12
LN Tiny outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 52; fast healing 2
Fort +5, Ref +5, Will +13
Defensive Abilities improved evasion; DR 5/cold iron; Immune bleed, fire, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10; SR 17
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee improvised weapon +10/+5 (1d4+2/x3)
Ranged improvised weapon +12/+7 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury, surge 1d8 6/day
Spell-Like Abilities (CL 6th; concentration +8)
At will- invisibility (self only), statue (self only)
3/day- hide from animals, purify food and drink
1/week- commune with nature (CL 12th)
Statistics
Str 8, Dex 13, Con 12, Int 17, Wis 17, Cha 14
Base Atk +9; CMB +8; CMD 17
Feats Alertness, Catch Off-GuardB, Iron Will, Throw AnythingB
Skills Heal +9, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +20, Knowledge (religion) +20, Perception +11, Sense Motive +11, Stealth +15, Survival +9
Languages Common
SQ change shape (raven, beast shape III), dazzling intellect, deliver touch spells, empathic link, improvised weapon mastery, merge with ward, sage’s knowledge, share spells, ward (minor works of civilization)
Special Abilities

Improvised Weapon Mastery (Ex): Fuan gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although Fuan is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If Fuan critically hits an opponent with an improvised weapon, it deals x3 damage.


Kyofu, Shikigami Spirit Guide (Ambassador)
Effective Wizard Level 12
LN Tiny outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +22
Defense
AC 19, touch 13, flat-footed 18 (+1 Dex, +6 natural, +2 size)
hp 52; fast healing 2
Fort +5, Ref +5, Will +13
Defensive Abilities improved evasion; DR 5/cold iron; Immune bleed, fire, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10; SR 17
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee improvised weapon +10/+5 (1d4+2/x3)
Ranged improvised weapon +12/+7 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury
Spell-Like Abilities (CL 6th; concentration +8)
At will- invisibility (self only), statue (self only)
3/day- hide from animals, purify food and drink
1/week- commune with nature (CL 12th)
Statistics
Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 14
Base Atk +9; CMB +8; CMD 17
Feats Alertness, Catch Off-GuardB, Iron Will, Persuasive, Throw AnythingB
Skills Heal +9, Diplomacy +4, Intimidate +21, Knowledge (nature) +6, Perception +22, Sense Motive +22, Stealth +15, Survival +9
Languages Common
SQ change shape (raven, beast shape III), deliver touch spells, empathic link, enhanced personality, improvised weapon mastery, merge with ward, persuasive, share spells, ward (minor works of civilization)
Special Abilities

Improvised Weapon Mastery (Ex): Kyofu gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although Kyofu is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If Kyofu critically hits an opponent with an improvised weapon, it deals x3 damage.